Requesting: Database Limit Breaker (MV)

Lear

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Alright, so the project I'm currently working on is quite seemingly an undertaking in terms of needed skills & states.
I've searched here and all of google in search for an MV version of a database limit breaker (as seen made and used for some previous Rpg Makers)

There may be a simple alternative solution, which if anyone could direct me, I would be very grateful!
However, back to the request topic:


I need something that would allow my projects (at the very least:) Skills and States database tab to surpass the 2k and 1k limit. If the extra tabs such as actors, classes, etc. could also surpass their default max, that would be a huge plus as well for the community, but as it stands, I only need the Skills and States max increased.


Furthermore, I'm fairly certain a lot of other people would be interested in this request. Thanks for your time and glancing over this request, and bless the soul who puts forth the effort into making this happen!
 

Kilitar

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Had same problem with States, Skills, Troops tables. Here is an easy solution. (So far I tested it only for states) Not sure, if there might be problem with compatibility related to some plugins. 
 

Andar

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@Lear There are reasons for a lot of the limits and special quirks of the engine, and while it is possible to trick the editor and the engine into allowing more entries, that can have unwanted side-effects. However, those side-effects are not always automatic, but depend on what exactly you're doing.


Can you give us a description on why you need to bypass the limits and what you need so many skills for?


Yes, in some cases you have no choice but to make a lot of skills, but in a lot of other cases the reason was simply that the developer didn't know the other ways to solve his/her problem. And I can't think of a reason why 2K skills would be not enough...
 

Lear

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Had same problem with States, Skills, Troops tables. Here is an easy solution. (So far I tested it only for states) Not sure, if there might be problem with compatibility related to some plugins. 
I ended up using this solution, thanks for posting it!
 

@Lear There are reasons for a lot of the limits and special quirks of the engine, and while it is possible to trick the editor and the engine into allowing more entries, that can have unwanted side-effects. However, those side-effects are not always automatic, but depend on what exactly you're doing.


Can you give us a description on why you need to bypass the limits and what you need so many skills for?


Yes, in some cases you have no choice but to make a lot of skills, but in a lot of other cases the reason was simply that the developer didn't know the other ways to solve his/her problem. And I can't think of a reason why 2K skills would be not enough...
Reason being, there are 15 classes, each class has a pretty good bit of abilities. Most the abilities are "ability lines" such as, Call to Action, Call to Arms, Call to Victory, etc. that progressively get better with each ability upgrade in the line. There is also an alternate advancement system within the project, that grants new abilities per class, but also upgrades current abilities even further (which also makes use of new skills). Due to the nature of the setup and plugins within the system I am use, I also have passives which require each class to learn an ability to gain the passive state. Long story short, this project is unfortunately very ability and state heavy.
 

Andar

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yes, I agree that you'll need a lot of skills if you work with a lot of passive effects on levels - but the cause of this is the way how the current plugins for "passive skills" handle their data by notetags in the skill notebox. It is one of the reasons why I made a request a while ago for a plugin that would use the noteline in the skill on level up for that data, because then all passives on all cases could be handled by only half a dozen skills


Unfortunately no one took on that request...
 

Kilitar

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In my case - I am not good with JS enough so I am probably often using not optimal solutions to achieve what I want. 
For  troops - As I am not using default random encounters system, most troops moving based on templates towards map and most of them are unique and also has own troop battle events using AI scripting by them (combined with Yanfly scripts) - they trying act based on their behaviour and tactic. After their dead their bodies stands on map (till decayed or dissected for valuable ingredients). I am closing to 1k troops now and my game si about 1/4.


For states - well, there is probably option to make it simpler. But out of my reach atm. :(. Using Yanfly plugins I overrided lot of core mechanics. Parametters are used as standard actor atributes like in AD&D and its separated from stats like Armor (Dexterity is important for hit, evade, cover or reaction speed - totally unrelated to armor). I am using overrided Ex-params to achieve that.  


On top of that - i am NOT using standard level system. There are guilds, where you can train up to higher level (if your reputation with them is high enough and you get enough experience) learn new skills and train various abilities - Each Actor using set of 64 own variables started at 0 (with limit 100), half of them are actor unique and all add some bonuses. For example if you train Animal knowledge skill in hunters guild, as you know more and more about animals, your Element rate Animal goes down and your <Element Amplify Animals> goes up. When you train Swords mastery your Element rate Swords goes down and your <Element Amplify Swords> goes up.  When you train Red Magic it works same way etc.


In fact - each skill using multiple elements based on (for physical at least 3):


A. Who attacks (so animal element, undead element, humanoid element, demon element, dragon element, etc.. )


B. What material is used (Organic, Iron,Silver, Mithril,...) - as I have resists and imunities against materials


C. Damage type element (Pierce, slash, blunt ) - as I am using armor layers, with armor hindrance, penetration values and armor resists - individualfor all 3 types of damage 


D,E.F... might be typical fire, cold, acid, disease etc..  Or magic colors White/Black/Red/... ) About hundred in total. 


And I need make any combination of element rate and Element Amplify by 1% step. 


I got it using passive states +1, +2, +4, +8, +16, +32, +64, (If actor train his Sword mastery from 73 to 77  he should have passive state <Element Amplify Swords: +74%> and in the same time Element rate Swords 63% (i am rising element rate by 0,5% per each point so 100%-74%*0,5=63%).


To achieve this I apply passive state Swords + 64, Swords +8,Swords +2 which makes total 74% 


Still - it is 7 passive states for each Element. 


Plus dozens of stats indicating crippled broken bones (various stages), light, medium, heavy, critical bleeding, traumas, etc.. 


For skills - Similar situation. Most spels have 7 versions based on mastery ranks of caster, similar for special skills,  every weapon has replaced standard "attack command" with multiple "basic attacks" - like sword has slash and pierce attack (each has different formulas, states apply chances, speed, adrenaline points costs,...), most have single hand and both hand options. Add few dozens combat techniques (again 7 levels of each). 


With more intensive scripting I am sure it can be achieved using another way to save database entries, but as I said - out of my skill reach ATM.  
 

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